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I was on that team as well and I agree I'd have liked to finish the TF. Unfortunately I got DC'd right after the death and by the time I logged back everyone else had quit. I'm of the opinion that even if you fail the master requirement at that point you might as well do the last misison, it's fun and gives people practice fighting the AVs which improves odds the next time.
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Currently none of my characters have bios because I'm to lazy to write them. One did have a bio but I decided to recton him so it's gone for now. I know what the bios are for 3 of my 6 characters but the other 3 I have only vague a sort of personality/back story in mind based on their powersets and costumes (for example my Warshade looks vaguely Native American for some reason).
In general I figure out roughly what sort of character I want and then see if a bio occurs to me. That being said the bios for 2 of the 3 characters that I actually know what they'll be I came up with before making the character. -
Quote:Besides your rather negative view of people here, I'll point out that if you read the posts here people aren't really saying anything of the sort. The more negative responses appear to me to be people mis-reading the original post and assuming that the OP wants the ability to have client side content mods which obviously are impractical.It would never happen, OP, regardless of the immense possibilities.
For one, a good number of vocal forumites will always burn the idea in effigy before it gains any traction (change of that order is an unwelcome outcome to them).
+1
However, the OPs original question was about user generated maps/costumes which become officially added and user side UI mods. The primary objection people in this thread have to the former is that you've got to have some form of review process for them before they get added to the game rather than an objection to the core idea.
Now as I mentioned above, PotBS did implement a system along these lines. Users could submit new sail and flag designs that if approved were added to the game for all users. I stopped playing the game shortly after it came out so I've no clue how this worked in the long run but int he short term their system was so overloaded with user content (combined with an atrocious rating system for it) that the handful fo people trying to approve and implement stuff got buried under the load.
As for UI mods I believe my post was the only one on that and I admit it could have come across as a bit negative. Now WoW is a very good example of how to do this, there are some very good user created UI mods for WoW and in several cases particularly good ones have been added to the core interface. However WoW was programmed with this functionality specifically in mind and the interface API was designed to allow ease of mod-ability. Now that isn't the case for CoH, and I suspect that adding it in would require an awful lot of effort for the developers. Given that, along with the fact that the CoH base interface is already extremely flexible the question then becomes is it worth the developer's time to implement this additional functionality? -
To answer your question, yes different ATs do have different modifiers for basically every stat in the game. However, I think you're misunderstanding how it works slightly. To use your example 75% resistance is 75% resistance regardless of which AT has it it always means you're going to take 75% less damage. Modifiers reduce the effectiveness of the powers you cast not the effect of buffs once they're on you.
In the particular case you cite the Scrapper will be slightly tougher but I suspect you're overestimating by how much. Both PFF and Elude will put you over the Softcap for defense so against the same enemies you're taking the same number of hits on average (generally between 5%-10% depending on group and rank). PFF on a Blaster gives 28% resistance (except to Toxic) whereas the Scrapper will have the resistances from Agile, Dodge and Lucky as well as more health. I haven't played SR so I can't really say how the resistance compares but against most enemies you shouldn't notice a huge difference. There are some exceptions notably Romans and some of the Praetorians who have very large defense debuffs. In that case the Scrapper has more excess defense and DDR making him much less likely to suffer cascading defense failure. -
Maybe, but the Blaster primaries are not really balanced against each other anyway. Arcanaville posted about it somewhere (in this thread or one like it) but basically they have their base damage balanced according to a formula and then an appropriate secondary effect tacked on. There is no real effort by the devs to balance the secondary effects against each other so is it really surprising that some are more useful than others?
in the end it comes down to selecting a powerset that suits your playstyle and running with it. If you want pure damage select Fire or Archery, if you want safety take Ice, if you want an endurance light build that leaves your enemies exhausted Electricity is your best bet etc. Energy is the blast set for people who want to toss their enemies around laughing the entire time. -
That is basically true, however there are only two sets of Attack animations using the staffs. Implementing it the way the OP asked for would require new attack animations for every compatible set.
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Quote:Played poorly Knockback is a penalty, that is true. However, when played well it is an advantage. An enemy that is knocked back does not attack for several seconds (longer if its a melee enemy), a benefit normally only conferred by stuns and holds. Energy blasters get this advantage on every single attack including their AoEs. Sure Fire is better for pure damage, but Fire is far and away the best damage set. Energy is probably the second best mitigation primary for blasters (after Ice).This isnt 100% true
You are making it out like every set is equally difficult to play. This is clearly not the case.
And I never said those sets were impossible to play well, just that the 1 in 10 chance that it will be played well as compared to the about 1 in 2 chance "normal" powersets will be played well mean its easier to just leave them off the team.
And my point is, if you make a fire blaster you will never ever hear the stop knocking mobs back argument, because you have no knockback, if you make an AR blaster you might occasionally hear it and might want to stop using m30, if you make an energy blaster you are very likely to hear it and might get kicked or wind up not being able to use most if your primary for fear of being booted.
This is why sets with little to no knockback are inherently superior, they never have the problem in the first place.
Knockback is a penalty, not an advantage, this is why the devs went nuts when people found they prevent knockback on bonfire while fighting +4 mobs.
This would mean that Energy would have to be that much superior to other blaster sets to be worth that penalty, it isnt. -
The wiki has a partial list here:
http://wiki.cohtitan.com/wiki/Stealth
Other than the ones it mentions I can recall Clear Mind from Empathy and Tactical Training: Leadership for VEATs (basically a Tactics clone).
However since I'm a huge jerk I'm not going to tell you the increase and instead point you towards:
http://www.redtomax.com
There are also a few temporary powers that boost perception (no clue by how much, you'll have to test it in game):
http://wiki.cohtitan.com/wiki/IR_Goggles_(Raid)
http://wiki.cohtitan.com/wiki/IR_Goggles_(PvP)
http://wiki.cohtitan.com/wiki/Increa..._(Empowerment) -
I'd actually suggest keeping the proc and dropping the Dam/Range. Positron's set over-enhances for damage and the range is of limited utility. It'll be of more use in Energy Torrent than Explosive Blast but with my Assault Rifle characters I've tried it both ways and found that I really don't notice the extra 6ft of cone range whereas the extra burst damage from the proc is nice.
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Considering that MoSTf was done before IOs ever existed yes it can. It does require more care though. IOs tend to be used to compensate for a character's weaknesses so with SOs you're more dependent on your team mates to shore up your weaknesses.
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Quote:I agree with you on the no lowering knockback issue and I tend to agree with the speed slider as well, but why are you opposed to the ability to block/remove buffs? There are people who for whatever reason can't handle particular buffs (particularly the Thermal shields and Speed Boost) normally because their computer is older. Now these people will normally ask not to be buffed when playing on a team with someone who has those powers but people are forgetful and when they get into a routine may well end up buffing them accidentally. In that situation why shouldn't they have the ability to opt out of the buff?/No to the menu option to lower knockback, just like a big /no to speed sliders /no to removebuffs and /no to block buffs
Additionally there are people who enjoy griefing events (particularly costume contests) but casting costume obscuring buffs on participants.
We already have an option to prompt before being teleported and both resurrection and Mystic Fortune have an automatic prompt. Why not add a "prompt for all ally buffs" option (exclude abilities that are purely healing). Yes it would be frustrating for a player to have to click on every single buff screen that gets cast but for players where certain buffs make their game unplayable I think it would be a godsend. -
Pirates of the Burning Sea has a system where players can submit new content that, if approved, were added to the game for anybody to use (primarily sail and flag designs but a few ship models were also made by players). Something like that for costume pieces would be VERY cool. But on the other hand the effort required for the devs to make new costumes is somewhat complicated so I don't know how practical it would be for them to have a system allowing users to provide costume parts for them.
As for UI mods, I don't really think it's needed. City of Heroes already has a lot of options for how you want to configure your interface, and I've yet to hear someone complain that they can't configure it the way that they want to.
A slightly more robust macro/scripting feature would be nice. I've got no problem with the 1 click, 1 power rule but even within that there is room for improvement. For example, the ability to select an icon for a macro to use and/or have it display the recharge that it's using would be nice. Also it's possible to use bind files to make a rotating bind, some sort of rotating macro functionality would be nice to have. -
Probably for the same reason I made a female character that uses the male model for power armor. I paid $10 for the privilege, I'm going to use it .
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I have six, only one of them is a blaster (but he's my favorite).
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Quote:I strongly disagree. CoH has a problem with a lack of Inf sinks as it is, preventing the reuse of the majority of enhancements is one of the few means that the game has of removing them from the game.Yea, and it's that kind of dated mentality that doesn't help. Positron made that statement long before IO's hit the streets. Face it, the potential loss during a respec isn't a couple of million infamy/influence anymore - we're potentially talking about hundreds of millions... if not billions now.
I for one would like to see the option from the respec screen to place respec'd enhancements in the SG storage bin. -
First off, yes you should be slotting Enhancements, they make a HUGE difference. In general 3 enhancements of the same type will double the effectiveness of a power (and more than 3 of the same type are wasted).
At 25 you're pretty short of slots (don't worry once you hit mid 30s you'll get more slots and fewer powers). But in general try to slot at least 2 damage and 1 accuracy in all of your attacks. If you can spare the slots you'll probably find that adding a endurance reduction to your attacks helps a lot.
For non-attacks slotting is a bit trickier, but in general add recharge if required until you're happy or at 3 recharge enhancements then slot for whatever bonus it gives.
As for what type to use. You definitely want to slot SOs or IOs. MY personal preference is to wait until level 27 then start slotting IOs. Level 30 and above IOs are better than SOs and never ware out which saves you a lot of money in the long run.
As for which IOs, personally I just use generic IOs (the ones called Invention) at low levels because I'm horribly lazy. You can get better performance using set IOs, but it takes more effort. Most set IOs boost the performance of multiple aspects of a power by a smaller amount than generic IOs. But the total boost is higher. So for example adding two Damage/Recharge IOs is better than adding one Damage and one Recharge of the same level.
As for your money related issues, yes it's pretty tricky to fill all of your slots at low levels without either using the market or having a level 50 to pass inf to your low level chars.
To that end I recommend using the market. A lot of the mid and low level salvage can sell for a decent amount (especially arcane salvage so try and fight magic using enemies rather than technology ones).
Another useful trick that I use to get Inf on low levels is to look for items selling below the price NPC vendors buy them for. Level 49 and 50 SOs can often be purchased for about 1,000 Inf and then sold to a vendor for 15,000 Inf. Similarly high level recipes can be bought and sold to a vendor but it requires more effort to find the right ones, so I like to use SOs to get some seed money.
There are quite a few more advanced marketeering techniques you can use to make insane amounts of inf if you want to. If you swing by the Market forum there's some useful advice there. -
Ok, a few comments based on my experience with this one (took me about 5 goes).
Mission 1: From what I've seen you actually have to kill two groups outside City Hall. Bad Penny's group and the one at the base of the stairs. Most groups kill the one at the base anyway to clear room to fight but we missed it once and had to double back.
Mission 2: If you've got a Blaster/Defender with snipes they can take the portals out from range with no risk (although you need stealth to get the one in the tunnel). Each portal takes 3 shots for a Blaster without using Aim/Build Up (at least if you're dealing lethal damage, might be more/less for other damage types, although objects tend not to have resistances)
Mission 4: Similar to what PumBumbler said the best way to dot his one is stealth. Most of the glowies have spawns near them, but if you have a character with full stealth and a perception debuff you can get them easily (Fire Control, Trick Arrow and Devices all work well for this).
Mission 5: The AV adds actually spawn at 80%/60%/40%/20%. I used Surveillance to check the exact percentages and provide prior warning but honestly they're easy enough that you don't really need to.
In general if you've got a good team the most likely places to fail are either the dog leg with Schadefraud or the ambush in the fourth mission. Even the AV fight is pretty simple, the Masters run I completed we actually had our tank DC during the fight and between the Blasters and Scrapper we were able to kite R around until he got back (popping inspirations like crazy the whole time). Overall I would actually say this is the easiest Masters run. -
Because. Making those changes would be nice, but it would also be a major change to how people use (and slot) the powers. In general the devs try to avoid major changes to powers unless the set needs to be rebalanced. For example Moment of Glory was drastically changed back in I11 since Regen was felt to be under-performing.
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Crey does the same thing, almost all of the missions where you fight Crey forces have a debriefing that basically consists of "Countess Crey sends her thanks for rooting out the corruption in her company"
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I was going to suggest that we could test this in game using a power anlayzer but unfortunately it doesn't seem to show fear effects (just toerrorize)
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This is why I'd like to see the drop rate increased for non-mothership Rikti. Keep the sense of achievement and make mothership raids the easiest way to get 'em but make it easier for people who don't do raids to get the gear.
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Quote:I think that there may also be something based on -regen (or possibly a DoT effect). I seem to get a lot of runners with my Traps defender even from enemies at or near full health (and especially bosses). It could be the -recharge from PGT but that's not anywhere near non existent recharge so I'm wondering if the complete lack of regen is making them run.Yes, your title is indeed a bit vague... I had no idea what this post was going to be about.
On topic: I have noticed an issue on my Spines/Elec, but my Electric Melee character is a Stalker, so his targets die pretty fast, I haven't noticed it much.
Yes, the prevailing theory seems to be that mobs run when:
1) low on HP
2) outgunned
3) recharge is basically non-existant
4) out of endurance
The last two basically translate to mean "when it has no powers available with which to attack."